Chance for warpin to fail.

Post ideas and suggestions on new features or improvements here.
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posted on November 19th, 2011, 9:58 am
Just a simple sugjestion.

Warp-in fail.

Result: one ship slot would would have a 30% chance show up empty

Efffected ship slot: Outside one, so it doesn't effect the stronger slot.

Why: In the shows often, when you called for help/got called for help, you were the only one in range.
Imitate that with the effect, that in the event that you need help, not enough ships might be in range.
posted on November 19th, 2011, 10:08 am
Works for me, as long as the Galaxy slot isn't the affected one.
posted on November 19th, 2011, 10:46 am
Tyler wrote:Works for me, as long as the Galaxy slot isn't the affected one.


It wouldn't, thats the middle one :thumbsup:
posted on November 22nd, 2011, 3:34 am
Maybe, but the problem would be if warp-ins would even be worth using at that point, with a 30% chance you would lose up to 2/3 of the forces you called in. Maybe if it was a smaller chance, like a 'random event' type thing that will add risk to simply spamming warp-ins. Or:

The chance for warp-ins to dwindle increases on how much you use them. It would become harder and harder to call in reenforcements the longer the battle went on. This would solve the current issue of warp-in spam, and might prove interesting.
posted on November 22nd, 2011, 4:30 am
I think it would be cool if we included older ships or preeminently crippled ships instead of no ships showing up.
posted on November 22nd, 2011, 9:54 am
Older ships would be cool. What about the chance of a repair ship comin in? And more ship types in general (yes im greedy but love the massive mixed fleets you see in the series).
posted on November 22nd, 2011, 11:08 am
Last edited by RedEyedRaven on November 22nd, 2011, 11:10 am, edited 1 time in total.
Styer Crisis wrote:Just a simple sugjestion.

Warp-in fail.

Result: one ship slot would would have a 30% chance show up empty

Efffected ship slot: Outside one, so it doesn't effect the stronger slot.



How about a 15%-chance for each ship to "be late" (around 30-60 seconds) while there is a 2,5%-chance for a randomly-slotted ship to not arrive at all?

I like the basic idea  :thumbsup:

davel27 wrote:Older ships would be cool. What about the chance of a repair ship comin in? And more ship types in general (yes im greedy but love the massive mixed fleets you see in the series).


There will be some more ships for warpin (some older ones like the Miranda however are planned as map objects because they're no major part of SF anymore. Exception: Excelsior-class).

Repair-ships on warpin... well. It's been hard to balance warpin so far, because you get one or three ships for free. I could see another warpin-option that may call one or two service vessels (remember the tug-ship from DS9?) with tractor beams and may be a special that increases repair-rates of nearby vessels for a few seconds just to get disabled ships away.
However I think this might be considered overpowered again, although being a risky gamble (2 civil vessels when you can have up to 3 combat-capable reinforcements, two "thrown-away" warpin-slots and so on).
posted on November 22nd, 2011, 12:50 pm
Tyler wrote:Works for me, as long as the Galaxy slot isn't the affected one.


Or the Centaur or Nova refit. Those are rare enough as is.
posted on November 22nd, 2011, 4:57 pm
trekkiefan2 wrote:Maybe, but the problem would be if warp-ins would even be worth using at that point, with a 30% chance you would lose up to 2/3 of the forces you called in. Maybe if it was a smaller chance, like a 'random event' type thing that will add risk to simply spamming warp-ins. Or:

The chance for warp-ins to dwindle increases on how much you use them. It would become harder and harder to call in reenforcements the longer the battle went on. This would solve the current issue of warp-in spam, and might prove interesting.


Well actualy, the cchances would be 30% of 1/3, whih is like a one in 11 thing, really not that not much.

and the point would be to make warpins more of a late game boost rather thatn an early game strat. Because, lets face it, to many "fed players" only know th wrapin strat, instead of actualy play feds.

Late game you can aford the fail, early game, not so much
posted on November 23rd, 2011, 3:44 am
My Thoughts Are As Follows:




YESSS!!! YEAAA!!! DIE STINKING [shadow=red,left]EVIL[/shadow] FEDERATION WARPIN!!! (especially the galaxy!)
posted on November 23rd, 2011, 6:47 am
Styer Crisis wrote:Late game you can aford the fail, early game, not so much

Hence my suggestion. Since alot of Fed strategies rely on early warp-ins, denying them that would cripple them far more than if it was used later on in the game, where it wouldn't matter as much.
posted on November 23rd, 2011, 2:02 pm
trekkiefan2 wrote:Hence my suggestion. Since alot of Fed strategies rely on early warp-ins, denying them that would cripple them far more than if it was used later on in the game, where it wouldn't matter as much.


Exactly, people would have to acutaly learn to play feds instead of just going for warpins every time..
posted on November 23rd, 2011, 2:19 pm
Then the guy who just warp rushed and got failed warpin, now has no ships and quits the game. gg
posted on November 23rd, 2011, 5:25 pm
MrXT wrote:Then the guy who just warp rushed and got failed warpin, now has no ships and quits the game. gg


good for them! they could just build intrepid a and monsoon instead... or even saber spam..
posted on December 3rd, 2011, 1:34 am
Styer Crisis wrote:Exactly, people would have to acutaly learn to play feds instead of just going for warpins every time..

True, but it will also make warpins rarely used; after all, who wants to spend the resources to build a station that has no guarentee of bringing in any real firepower when they could use the resources elsewhere. Personally I like this idea, I'm just trying to balance it out so it would be effective, yet warpins would still be used as a viable combat strategy and not as a waste of money.
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